Do you use any submods or did you edit the files yourself?
Do you use any submods or did you edit the files yourself?
I'm using
Mos
Expanded Map and Enhanced Ancillaries
Director's Cut and
Improved Barrow Downs
Honestly your change is small enough that all you would have to do is Zip the file and find a file hosting site , then tell people to copy and past it into their installation
Don't forget File Structure for example you EDB would have to be in a data folder for ease of use
Also have you produced any art files for the Barracks? because you would need to include them (Just a reminder incase you forgot )
How can I get rid of the script where cities get reinforced when besieged? It was suggested I install MOS, but I'm happy with King Kongs work apart from this.
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Do you want to remove it for AI on AI or do you want to remove it for you against the AI? I personally like how KK has implemented this, it should be tough to take important cities. Bring more troopers as well as reserves.
If you still want to change it, then you need to go into the campaign_script and comment out the reinforcements you don't like.
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That is called the "Garrison Script" and is very easliy gotten rid of.
1) Go to: \Third_Age_3\data\world\maps\campaign\imperial_campaign\campaign_script
2) Open the file with notepad or notepad ++ and search (ctrl + f) for "garrison script", not the title at the top, but the code somewhere in the middle of the file.
3) Select and delete all the code starting at the title "garrison script v 3.0" all the way down to the beginning of the money script (be patient while selecting the code, there is quite a lot of it). Save it and you sould be good!
**I highly recommend backing up your campaign_script before you do anything, just in case something goes awry**
Thanks Mank - I was trying to be as unhelpful as possible
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Thanks for the help and the quick replies!
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
One more thing. If I go through with this will I be unable to play previous saves? If I install MOS will I be unable to play previous saves?
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Hey chaps! So a quick question.
I am planning on playing as the High Elves and I want to change the starting allegiance of the Dwarves; who, like clockwork in every one of my campaigns start a war with Eriador, the Silvan Elves, Dale... or if they're feeling cheeky, the High Elves. I was wondering how I can change the the starting diplomacy (so that they're allied to certain factions) and also that they like those factions...
Any thoughts on where I should start? Thanks a million
~Everto
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Okay Thanks King Philip II.
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Changes to campaign_script are not savegame compatible. It may not crash your existing game, but the changes you made won't take effect until you start a new campaign.
MOS lets you choose, at the beginning of each campaign, if you want the Garrison Script enabled or not.
Open descr_strat.txt found in /data/world/maps/campaign/imperial_campaign
Go down to the section titledFirst comes the diplomatic 'opinions', as in how the factions feel towards each other. Since Dwarves = moors first change their standings.Code:; >>>> start of diplomacy section <<<<
-1 is pure hate, 1 is 'love' and 0 or no entry = neutral.
For example we want to improve relationship towards Eriador and SE so change this
to, say, this for Eriador as well as adding an entry for SE (mongols) - Dale/scotland already have 1 in relationshipCode:faction_standings moors, 1.0 scotland faction_standings moors, 0.5 turks faction_standings moors, 0.2 egypt faction_standings moors, -1.0 slave faction_standings moors, -0.8 hre faction_standings moors, -0.7 portugal faction_standings moors, -0.6 venice
Don't forget to edit Eriadors/turks stance towards Dwarves/moors equally and add an entry for moors to mongols, like these;Code:faction_standings moors, 1.0 scotland faction_standings moors, 0.8 turks faction_standings moors, 0.7 egypt faction_standings moors, 0.7 mongols faction_standings moors, -1.0 slave faction_standings moors, -0.8 hre faction_standings moors, -0.7 portugal faction_standings moors, -0.6 venice
Code:faction_standings turks, 0.8 moorsIn next section (the part where lines start with "faction_relationships") you can see if faction start in war or alliance with others.Code:faction_standings mongols, 0.7 moors
Assume you do not intend to change anything here but if you want to it's just to go ahead (just remember to do it for both factions if you change/add anything).
Open data/world/maps/base and there delete map.rwm
Will kick in in next campaign.
Last you want to check out descr_faction_standing.txt in the data-folder
Look for this and make trigger 0114 blocvked out so it look like this
Code:;---------------------------------------------;Trigger 0114_Make_Dwarves_Dislike_Elves ; WhenToTest FactionTurnStart ; ; Condition FactionReligion islam ; ; FactionStanding exclude_factions { sicily, milan, turks, scotland, moors, papal_states, hre, france, england, venice, spain, portugal } normalise -1.0 80 ; ;---------------------------------------------
In case you currently do not use any submods I would recomend you WSC as it contain the awesome Total Diplomacy mod, which without I don't play TA; as well as some other neat stuff.
Last edited by Ngugi; May 28, 2013 at 12:50 PM.
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@ Everto: Good news, this is a super-simple change to make!
1) First, go to your: \Third_Age_3\data\world\maps\campaign\descr_strat
2) Open the file with notepad or notepad ++
3) Search for (ctrl+f) "start of diplomacy section", it is close to the very bottom of the descr_strat file.
4) You'll be needing to add spcific changes to each faction you want to make allies, here is some example code of how to achieve this effect:
Whenever you want to add an alliance between 2 factions, be sure to add the "allied_with" to each of them (as shown above).Code:faction_standings moors, 0.9 egypt (This will make the dwarves like the high elves a whole lot) faction_standings egypt, 0.9 moors (This will make the High Elves like the dwarves a whole lot) faction_relationships moors, allied_with egypt (this sets the dwarves to be allies with the High Elves) faction_relationships egypt, allied_with moors (this sets the High Elves to be allies with the Dwarves)
**I highly recommend backing-up your descr_strat before you try this**
Good Luck!!
Edit: Ninja'd by the Ferret, my most persistent nemesis!
Last edited by Mank; May 28, 2013 at 12:58 PM.
Ngugi: Are you sure Dale is scotland? because in my silvan elves campaign (vanilla tatw) sometimes when i ended diplomacy with the dwarves they would say "a good day for your people and scotlands"
It's not a question of where it grips it. It's a simple questions of weight ratios; a five ounce bird could not carry a one pound coconut.
Yes, Dale is Scotland.
List of TATW Factions:
sicily = gondor
milan = rohan
scotland = dale
moors = dwarves
turks = eriador
egypt = high elves
mongols = silvan elves
england = mordor
france = isengard
hre = orcs of the m.m.
portugal = gundabad
spain = harad
venice = rhun
Edit: Well that's a first, ninja'd twice in the same 5 mins on the same thread!
Yes, Dwarves are moors and Dale is scotland.
[EDIT: ninjad on that part]
However moors indeed have the sound accent named scottish, but what faction is named in code has nothing to do with the accent - or say england would talk english instead of 'orchish' [england = Mordor]
That there's a left over comment concerning 'Sottland' in the scottish accent is a simple flaw that's been reported to KK, I had it removed from MOS and DCI for example; presumably it will be removed if later versions of TATW comes along.
Last edited by Ngugi; May 28, 2013 at 01:07 PM.
Kingdom of Lindon preview video out
DCI: Last Alliance - WIP Second Age mod | DCI: Tôl Acharn - mighty Dúnedain Counter Invasions |
Additional Mercenary Minimod - more mercs; for TATW and DCI | Family Tree minimods - lore improvements | Remade Event Pictures - enhance cultures trough images |
Favorite TATW compilation: Withwnars Submod Collection
Patron of Mank, Kiliç Alì, FireFreak111, MIKEGOLF & Arachir Galudirithon, Earl of Memory
If I had more time, I would go through Ngugi's code with a toothcomb. Just one code snippet that was not optimized would make me happy. Unfortunatly it looks pretty solid
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The First Triumvir for M2TW (TFT2) - Caesar's Early Career campaign
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